so seeing that all of these custom maps are lacking in originality IE tower defense maps that populate the multipalyer like cancer (effortless on the map and quickly made), i just started to get into the new editor and learning how the UI works. i have had some experience in the sc1 map editor but that was in 2007 and i only got a few custom maps on testing stage. well to the point im going to have alot of issues like i have now already and i could use some expertise of others to get this map going quicker and better i dont plan on its release for another 3-4 months since i would like it to be done right the first time.
sooo here are the things im breaking the map into and what has been done
also im trying to base this off of zergling's helms deep (i think that was his name partially)
-the map-
helms deep fortress layout 100%
mountain behind the fortress 80%
terrain beautifing 5%
map doodads 10%
-units-
heros 10%
hero upgrades 0%
rohan units 15%
elven units 15%
uruk-hai 15%
-triggers-0%
main gate
drain
hero abilities
ladders
horn of the deep
edited 23 aug im now at a point where i cannont edit this map alone and will now have to research and look up tutorials
i have started one myself i have the map done and now I'm working on finishing all the appropriate data and triggers. I'm not going to release it until i have fully finished is. i have a bunch of people to help me test it and a friend for ideas and tips who played almost if not all helms deep is starcraft 1. I'm close to finishing all the data. i have a ways to go for triggers and to be done i have the timer and unit spawns and the gate triggers. also i have 2/3 heroes done. I'm done the main gate and almost done the drain. when it is released in a month or more the heroes leg/gim/aragorn will want to be played from what I'm doing with them i have been working on it for 2-3 weeks now I'm about 50% done i think. the map will look like it did in starcraft 1 for all the sc helms deep players to enjoy the most. i also have the cave done and civis but i need to do the triggers for that. im looking at a bunch of different sc helms deep maps for different perspective's and ideas.
i dont have any ideas for caves how to make it flow nicely with the map i think im gonna try to balance it out with the map ending at the hall and what style of maps are you guys using if i remember i think im using auir's map set
its up to you like i said in my first post im new to the sc1 editor not the new one so i wont be much help right now but if you need a tester i can definatly do that
There were already a few WC3 versions of this. Why make the same thing for SC2, the problem with custom games on SC2 is. Been there done that, all the maps online are mostly copies of WC3.
ok so whoever is reading this i campe up with my first big issue, i am unable to access the special units that were used in the campain IE : merc's like war pigs, seige breakers or other special units like the spectre i will be trying to look for this on my own but id thought id post it here first
also since teh reformat i am at
Well you can always change your dependencies. I believe it's under File or somthing. Just add the two campaign dependencies and move them to the top of the list. Should work fine.
i love you all just that my computer forze and i just lost about an hours worth of work so i need to rape people in bad company 2 ( im not psycho least not yet) but i will sure to be back on the editor in 2 hours or less
yuh and from what i head macing is always a good rule for that instance, but w/e
**edit i got back to where i lost my progress on which units that im gonna use ill try the campain data tomorrow if i can use that it will let me use some of the zerg protoss hybrids and the uruk hai special units if not i might roll with it just to get this published for a test map and see what i am proficcent at *
thought id update you all atm i got all the units in place and named but attributes are not setup and that includes the heros also slowly but surely its making progress
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so seeing that all of these custom maps are lacking in originality IE tower defense maps that populate the multipalyer like cancer (effortless on the map and quickly made), i just started to get into the new editor and learning how the UI works. i have had some experience in the sc1 map editor but that was in 2007 and i only got a few custom maps on testing stage. well to the point im going to have alot of issues like i have now already and i could use some expertise of others to get this map going quicker and better i dont plan on its release for another 3-4 months since i would like it to be done right the first time.
sooo here are the things im breaking the map into and what has been done also im trying to base this off of zergling's helms deep (i think that was his name partially)
-the map-
-units-
-triggers-0%
im now at a point where i cannont edit this map alone and will now have to research and look up tutorialsI'm already like 80% done with mine maybe you could help me test it after?
sure maybe itll give me more ideas for mine having issues with gates atm
i have started one myself i have the map done and now I'm working on finishing all the appropriate data and triggers. I'm not going to release it until i have fully finished is. i have a bunch of people to help me test it and a friend for ideas and tips who played almost if not all helms deep is starcraft 1. I'm close to finishing all the data. i have a ways to go for triggers and to be done i have the timer and unit spawns and the gate triggers. also i have 2/3 heroes done. I'm done the main gate and almost done the drain. when it is released in a month or more the heroes leg/gim/aragorn will want to be played from what I'm doing with them i have been working on it for 2-3 weeks now I'm about 50% done i think. the map will look like it did in starcraft 1 for all the sc helms deep players to enjoy the most. i also have the cave done and civis but i need to do the triggers for that. im looking at a bunch of different sc helms deep maps for different perspective's and ideas.
i dont have any ideas for caves how to make it flow nicely with the map i think im gonna try to balance it out with the map ending at the hall and what style of maps are you guys using if i remember i think im using auir's map set
I'm using one with a lot of different brick textures so it looks cool. it hase good one for cave and i blended 2 for where orcs spawn
well this is great updated to windows 7 and lost the map oh well wasnt too far into it yet
@selbor88: Go
Ive got a helms deep map made too wanna pool resources?
its up to you like i said in my first post im new to the sc1 editor not the new one so i wont be much help right now but if you need a tester i can definatly do that
There were already a few WC3 versions of this. Why make the same thing for SC2, the problem with custom games on SC2 is. Been there done that, all the maps online are mostly copies of WC3.
and those copies were copies from sc1
ok so whoever is reading this i campe up with my first big issue, i am unable to access the special units that were used in the campain IE : merc's like war pigs, seige breakers or other special units like the spectre i will be trying to look for this on my own but id thought id post it here first also since teh reformat i am at
@selbor88: Go
Did you add the campaign dependencies?
awww shit i did not i just realized this that i needed it now is there anyway to access that as a melee dependencie?
File -> Dependencies -> Remove Liberty Multi(Mod) -> Add Standard -> Select Liberty (Campaign) & Liberty Story (Campaign)
You have to remove multi mod or you will have conflict issues in the data editor
Well you can always change your dependencies. I believe it's under File or somthing. Just add the two campaign dependencies and move them to the top of the list. Should work fine.
Edit:Ahh beat me to it
i love you all just that my computer forze and i just lost about an hours worth of work so i need to rape people in bad company 2 ( im not psycho least not yet) but i will sure to be back on the editor in 2 hours or less
@selbor88: Go
Aww, save often is always a good rule!
@grog
yuh and from what i head macing is always a good rule for that instance, but w/e
**edit i got back to where i lost my progress on which units that im gonna use ill try the campain data tomorrow if i can use that it will let me use some of the zerg protoss hybrids and the uruk hai special units if not i might roll with it just to get this published for a test map and see what i am proficcent at *
thought id update you all atm i got all the units in place and named but attributes are not setup and that includes the heros also slowly but surely its making progress